// MIT License

// Copyright (c) 2019 Erin Catto

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:

// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

#include "test.h"
#include "ImGui/ImGuiPresenter.h"

class EdgeTest : public Test
{
public:
    EdgeTest()
    {
        b2Vec2 vertices[10] = {{10.0f, -4.0f}, {10.0f, 0.0f}, {6.0f, 0.0f},   {4.0f, 2.0f},   {2.0f, 0.0f},
                               {-2.0f, 0.0f},  {-6.0f, 0.0f}, {-8.0f, -3.0f}, {-10.0f, 0.0f}, {-10.0f, -4.0f}};

        m_offset1.Set(0.0f, 8.0f);
        m_offset2.Set(0.0f, 16.0f);

        {
            b2Vec2 v1  = vertices[0] + m_offset1;
            b2Vec2 v2  = vertices[1] + m_offset1;
            b2Vec2 v3  = vertices[2] + m_offset1;
            b2Vec2 v4  = vertices[3] + m_offset1;
            b2Vec2 v5  = vertices[4] + m_offset1;
            b2Vec2 v6  = vertices[5] + m_offset1;
            b2Vec2 v7  = vertices[6] + m_offset1;
            b2Vec2 v8  = vertices[7] + m_offset1;
            b2Vec2 v9  = vertices[8] + m_offset1;
            b2Vec2 v10 = vertices[9] + m_offset1;

            b2BodyDef bd;
            b2Body* ground = m_world->CreateBody(&bd);

            b2EdgeShape shape;

            shape.SetOneSided(v10, v1, v2, v3);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v1, v2, v3, v4);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v2, v3, v4, v5);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v3, v4, v5, v6);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v4, v5, v6, v7);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v5, v6, v7, v8);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v6, v7, v8, v9);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v7, v8, v9, v10);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v8, v9, v10, v1);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetOneSided(v9, v10, v1, v2);
            ground->CreateFixture(&shape, 0.0f);
        }

        {
            b2Vec2 v1  = vertices[0] + m_offset2;
            b2Vec2 v2  = vertices[1] + m_offset2;
            b2Vec2 v3  = vertices[2] + m_offset2;
            b2Vec2 v4  = vertices[3] + m_offset2;
            b2Vec2 v5  = vertices[4] + m_offset2;
            b2Vec2 v6  = vertices[5] + m_offset2;
            b2Vec2 v7  = vertices[6] + m_offset2;
            b2Vec2 v8  = vertices[7] + m_offset2;
            b2Vec2 v9  = vertices[8] + m_offset2;
            b2Vec2 v10 = vertices[9] + m_offset2;

            b2BodyDef bd;
            b2Body* ground = m_world->CreateBody(&bd);

            b2EdgeShape shape;

            shape.SetTwoSided(v1, v2);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v2, v3);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v3, v4);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v4, v5);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v5, v6);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v6, v7);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v7, v8);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v8, v9);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v9, v10);
            ground->CreateFixture(&shape, 0.0f);

            shape.SetTwoSided(v10, v1);
            ground->CreateFixture(&shape, 0.0f);
        }

        m_body1 = nullptr;
        m_body2 = nullptr;
        CreateBoxes();
        m_boxes = true;
    }

    void CreateBoxes()
    {
        if (m_body1)
        {
            m_world->DestroyBody(m_body1);
            m_body1 = nullptr;
        }

        if (m_body2)
        {
            m_world->DestroyBody(m_body2);
            m_body2 = nullptr;
        }

        {
            b2BodyDef bd;
            bd.type       = b2_dynamicBody;
            bd.position   = b2Vec2(8.0f, 2.6f) + m_offset1;
            bd.allowSleep = false;
            m_body1       = m_world->CreateBody(&bd);

            b2PolygonShape shape;
            shape.SetAsBox(0.5f, 1.0f);

            m_body1->CreateFixture(&shape, 1.0f);
        }

        {
            b2BodyDef bd;
            bd.type       = b2_dynamicBody;
            bd.position   = b2Vec2(8.0f, 2.6f) + m_offset2;
            bd.allowSleep = false;
            m_body2       = m_world->CreateBody(&bd);

            b2PolygonShape shape;
            shape.SetAsBox(0.5f, 1.0f);

            m_body2->CreateFixture(&shape, 1.0f);
        }
    }

    void CreateCircles()
    {
        if (m_body1)
        {
            m_world->DestroyBody(m_body1);
            m_body1 = nullptr;
        }

        if (m_body2)
        {
            m_world->DestroyBody(m_body2);
            m_body2 = nullptr;
        }

        {
            b2BodyDef bd;
            bd.type       = b2_dynamicBody;
            bd.position   = b2Vec2(-0.5f, 0.6f) + m_offset1;
            bd.allowSleep = false;
            m_body1       = m_world->CreateBody(&bd);

            b2CircleShape shape;
            shape.m_radius = 0.5f;

            m_body1->CreateFixture(&shape, 1.0f);
        }

        {
            b2BodyDef bd;
            bd.type       = b2_dynamicBody;
            bd.position   = b2Vec2(-0.5f, 0.6f) + m_offset2;
            bd.allowSleep = false;
            m_body2       = m_world->CreateBody(&bd);

            b2CircleShape shape;
            shape.m_radius = 0.5f;

            m_body2->CreateFixture(&shape, 1.0f);
        }
    }

    void UpdateUI() override
    {
        // ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
        ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
        ImGui::Begin("Custom Controls", nullptr, ImGuiWindowFlags_NoResize);

        if (ImGui::RadioButton("Boxes", m_boxes == true))
        {
            CreateBoxes();
            m_boxes = true;
        }

        if (ImGui::RadioButton("Circles", m_boxes == false))
        {
            CreateCircles();
            m_boxes = false;
        }

        ImGui::End();
    }

    void Step(Settings& settings) override
    {
        // if (glfwGetKey(g_mainWindow, GLFW_KEY_A) == GLFW_PRESS)
        //{
        //	m_body1->ApplyForceToCenter(b2Vec2(-10.0f, 0.0f), true);
        //	m_body2->ApplyForceToCenter(b2Vec2(-10.0f, 0.0f), true);
        // }

        // if (glfwGetKey(g_mainWindow, GLFW_KEY_D) == GLFW_PRESS)
        //{
        //	m_body1->ApplyForceToCenter(b2Vec2(10.0f, 0.0f), true);
        //	m_body2->ApplyForceToCenter(b2Vec2(10.0f, 0.0f), true);
        // }

        Test::Step(settings);
    }

    static Test* Create() { return new EdgeTest; }

    b2Vec2 m_offset1, m_offset2;
    b2Body* m_body1;
    b2Body* m_body2;
    bool m_boxes;
};

static int testIndex = RegisterTest("Geometry", "Edge Test", EdgeTest::Create);
